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Gathering? Waiting?

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avv:

--- Quote from: Kevin Bacon on August 26, 2011, 09:06:14 pm ---it would take less than a day for everyone to run around with BA and Miniguns.
--- End quote ---

Happens even with cooldowns. Get cooldown on one char, just relog to another char. So basically cooldown for anything is only as long as your relog time is.


--- Quote ---Economy would be completly ruined
--- End quote ---

It has always broken. In every wipe.


--- Quote ---Feedback for the Devs: In my opinion gathering and crafting cooldowns were perfect the way they used to be.
--- End quote ---

Personal opinion.


--- Quote ---It gave a good balance to the economy, and added a degree of realism to it all.
--- End quote ---

It only promoted cheaters.

Senocular:

--- Quote from: Kevin Bacon on August 26, 2011, 09:06:14 pm ---For those who think gathering cooldowns should dissapear: WTF?!? imagine its the start of a new server and there is no cooldowns.....it would take less than a day for everyone to run around with BA and Miniguns. Economy would be completly ruined, no one would buy anything to other players or vendors, they could just make it all themselves. If there is to be any sort of interaction between players cooldowns HAVE to stay.

To those who say SP should be raised and split in dif categories: WTF!?! How lame would it be for everyone to be able to do everything? What would be the point of making a crafter if everyone is a crafter? Once again that would limit the interactions between players to a never seen before level. (and its already pretty low) Divide skills points into dif categories? Why? cant you decide by yourself where you want your points to be placed?

Feedback for the Devs: In my opinion gathering and crafting cooldowns were perfect the way they used to be. It gave a good balance to the economy, and added a degree of realism to it all. I mean, crafting a minigun starting with the basic materials HAS to take time. I know clicking the FIX button dosent take time...but you gotta imagine the time it would actually take to craft the gun. Also improved interactions between players; if you wanted to be able to mine more ore, then youd have to bring some friends with you. (or PK miners depending on your style) It made buying stuff from other players worth it, and overall balanced the whole game.

--- End quote ---
1. There is no economy to begin with.
2. Unless you call dual-logging and alting "economy".
3. Everyone gets his hand on top tier gear sooner or later so why be a jackass and restrict them with cooldowns?
4. Fun > realism.
5. I like bacon.

Wichura:

--- Quote from: Kevin Bacon on August 26, 2011, 09:06:14 pm ---For those who think gathering cooldowns should dissapear: WTF?!? imagine its the start of a new server and there is no cooldowns.....it would take less than a day for everyone to run around with BA and Miniguns. Economy would be completly ruined, no one would buy anything to other players or vendors, they could just make it all themselves. If there is to be any sort of interaction between players cooldowns HAVE to stay.

To those who say SP should be raised and split in dif categories: WTF!?! How lame would it be for everyone to be able to do everything? What would be the point of making a crafter if everyone is a crafter? Once again that would limit the interactions between players to a never seen before level. (and its already pretty low) Divide skills points into dif categories? Why? cant you decide by yourself where you want your points to be placed?

Feedback for the Devs: In my opinion gathering and crafting cooldowns were perfect the way they used to be. It gave a good balance to the economy, and added a degree of realism to it all. I mean, crafting a minigun starting with the basic materials HAS to take time. I know clicking the FIX button dosent take time...but you gotta imagine the time it would actually take to craft the gun. Also improved interactions between players; if you wanted to be able to mine more ore, then youd have to bring some friends with you. (or PK miners depending on your style) It made buying stuff from other players worth it, and overall balanced the whole game.

--- End quote ---

Right now we have a situation where:
- cooldowns are going around with miner alts and proxy connections, also always, sooner or later, everyone has at least few BA
- people are self-sufficient anyway, due to having specialized alts in their bases, question is how many alts you require to be satisfied and "be able to do everything"
- interaction means "look, a noob! shoot!" *pew pew*
- economy does not exist

How long do you play this, mister? A month?

doc Clumsy:
Hi, I'm new here and would like to provide some feedback from the freshman's point of view.

Seeing how most of the problems discussed here are the ones made by players (abuse, PvP stuff, grind, spreadsheet characters, gathering materials), I'd like to point out "this other stuff" being broken Perks, lack of Quests etc.

First of all - Perks useless in RT mode. Bonus Move should make characters having it actually run faster, while Earlier Sequence could randomly regenerate 2 AP instead of 1, say with a 10% chance.

Second thing - Broken Perks/Stats or ones that do not give any "special ability" only some +Skills bonus. That is Living Anatomy, Ranger's encounters evasion bonus and Perception's encounter placement bonus. Since many Stats/Skills provide such Perks  - builds centered around them are highly unfavourable when compared with tested battle Perks. I would suggest tweaking certain Perks in a way that fits Fonline. For example Mr.Fixit could give 50% chance (or 100% like Crazy Bomber with Traps) to negate failed maintenance durability drop. Near-useless 4-8 extra healed HP from Healer could be switched to upping Luck for the purpose of FA checks or just lower the cooldowns on FA/Doctor.

Quests - they provide shitty exp, pityfull rewards and hours of runing errands all around the world usually give about as much as 5 minutes of farming junk for Brass Knuckles. That certainly needs to change. Low level chars would die a couple times in the process while higher levels just won't bother. A shining exaple are some quests that need say level 10 to initiate but give 200-500 xp at best.

Companions/Slaves/Mercs - They're TOO DAMN EXPENSIVE, especially the basic ones! Seriously, how come a shitty mixed-breed dog found everywhere in the Wasteland is worth a couple guns!? This and lack of actual Fallout NPC "reactions" (yeah, Fallout 2 was crap at that too) completely kills the fun of starting with good Charisma so no wonder most people go with 3 or even 1 if they're joining Player-made faction. Perhaps also make Animal Fiend an ability to catch Geckos of various kind? That and ability to revive fallen companions would be great additions.

I'll add more as I explore the world of Fonline2238 a bit more.

Best Regards,
doc Clumsy

Grommok:
Well, i was about to suggest some new skills, and one of those was Gathering (Or Scavenging)
Basically gathering cooldown limit would be dependant on that skill, and maybe it could also reduce alittle Crafting cooldown. You think is wrong?

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